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nmWTAI-Platform/3rd/VTK7.1/include/vtkProp3DFollower.h

139 lines
3.8 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkProp3DFollower.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkProp3DFollower
* @brief a vtkProp3D that always faces the camera
*
* vtkProp3DFollower is a type of vtkProp3D that always faces the camera.
* More specifically it will not change its position or scale,
* but it will continually update its orientation so that it is right side
* up and facing the camera. This is typically used for complex billboards
* or props that need to face the viewer at all times.
*
* Note: All of the transformations that can be made to a vtkProp3D will take
* effect with the follower. Thus, if you change the orientation of the
* follower by 90 degrees, then it will follow the camera, but be off by 90
* degrees.
*
* @sa
* vtkFollower vtkProp3D vtkCamera vtkProp3DAxisFollower
*/
#ifndef vtkProp3DFollower_h
#define vtkProp3DFollower_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkProp3D.h"
class vtkCamera;
class vtkMapper;
class VTKRENDERINGCORE_EXPORT vtkProp3DFollower : public vtkProp3D
{
public:
/**
* Creates a follower with no camera set.
*/
static vtkProp3DFollower *New();
//@{
/**
* Standard VTK methods for type and printing.
*/
vtkTypeMacro(vtkProp3DFollower,vtkProp3D);
void PrintSelf(ostream& os, vtkIndent indent);
//@}
//@{
/**
* Set/Get the vtkProp3D to control (i.e., face the camera).
*/
virtual void SetProp3D(vtkProp3D *prop);
virtual vtkProp3D *GetProp3D();
//@}
//@{
/**
* Set/Get the camera to follow. If this is not set, then the follower
* won't know what to follow and will act like a normal vtkProp3D.
*/
virtual void SetCamera(vtkCamera*);
vtkGetObjectMacro(Camera, vtkCamera);
//@}
//@{
/**
* This causes the actor to be rendered. It in turn will render the actor's
* property, texture map and then mapper. If a property hasn't been
* assigned, then the actor will create one automatically.
*/
virtual int RenderOpaqueGeometry(vtkViewport *viewport);
virtual int RenderTranslucentPolygonalGeometry(vtkViewport *viewport);
virtual int RenderVolumetricGeometry(vtkViewport *viewport);
//@}
/**
* Does this prop have some translucent polygonal geometry?
*/
virtual int HasTranslucentPolygonalGeometry();
/**
* Release any graphics resources associated with this vtkProp3DFollower.
*/
virtual void ReleaseGraphicsResources(vtkWindow*);
/**
* Generate the matrix based on ivars. This method overloads its superclasses
* ComputeMatrix() method due to the special vtkProp3DFollower matrix operations.
*/
virtual void ComputeMatrix();
/**
* Shallow copy of a follower. Overloads the virtual vtkProp method.
*/
void ShallowCopy(vtkProp *prop);
/**
* Return the bounds of this vtkProp3D.
*/
virtual double *GetBounds();
//@{
/**
* Overload vtkProp's method for setting up assembly paths. See
* the documentation for vtkProp.
*/
void InitPathTraversal();
virtual vtkAssemblyPath *GetNextPath();
//@}
protected:
vtkProp3DFollower();
~vtkProp3DFollower();
vtkCamera *Camera;
vtkProp3D *Device;
//Internal matrices to avoid New/Delete for performance reasons
vtkMatrix4x4 *InternalMatrix;
private:
vtkProp3DFollower(const vtkProp3DFollower&) VTK_DELETE_FUNCTION;
void operator=(const vtkProp3DFollower&) VTK_DELETE_FUNCTION;
};
#endif